Player Page (Heart of Darkness)

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Character Creation

Before character creation can begin, the players must come to a consensus on which PMC they wish to work for. The companies aren't really known for their joint operations, so a team can only have one employer. The team will start with a d4 in Company Status for that PMC.

Characters will normally start as novices, since even a green Wild Card is a cut above the average person. Character creation will follows the standard rules from the Explorer's Edition with the following caveats:

    1) No Arcane backgrounds.
    2) Any edges from the "Weird" group must be approved by the GM after sufficient background explanation.

New Skills

Company Status (No Attribute): This skill represents a character or team's influence with a given PMC in theater. Each company has a separate skill for it (ie Black Creek Status, Pathmaker Status, etc). While employed by a company a team's status starts at d4, and can be raised by successfully completing missions for them. An individual may also purchase the Company Status skill for a company he isn't employed by at the same cost as raising a skill higher then a linked attribute.

    A character may make a Company Status check to use the company's employment benefit once per mission.
    This roll is made without the benefit of a wild die, but bennies can be spent to improve the roll.  Doing
    this with a company the character is not employed by usually incurs some sort of cost from the company, either monetary or  
    otherwise.  If successful the character can use the employment benefit.  If the roll fails nothing happens.

Choosing an Employer

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AynCorp International

Advantage: Intelligence
Once per mission the team may ask the GM a question about the mission such as "how many rebels are there?", "which building are the hostages in?", or "is there a map of the village?". Roll for team's Company Status skill with modifiers for how difficult the information is to aquire, how specific it is, or how fast they need it. If successful, give them specific answers to their question. With a raise on the roll give them also give them little more information that is related to the question they asked.

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Black Creek, LLC

Advantage: Manpower
Once per mission the team may request additional manpower from the company. Roll for the team's Company Status Skill with modifiers for how far away they are from a population center and how quickly they need back up. If successful, a team of four to seven (1d4+3) will arrive within a few rounds (2d4) to assist them. With a raise the team either gets additional personnel (+4 to the roll), the back up gets there faster (roll 1d4 for arrival time), or one of the reinforcements brings special gear (sniper rifle, rocket launcher, etc.).

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Executive Options

Advantage: Air Support
Once per mission the team can request air support. This can take the form of simple reconnaissance of an area or a full blown air strike on an enemy position. Roll for the team's Company Status Skill with modifiers for how far away they are from a population center, what they're asking for, and how quickly they need it. If successful a helicopter or UAV will arrive on scene in a few rounds (1d4-1) to do whatever they asked for. With a raise on the roll the aircraft will either get there sooner (-1 to the roll) or loiter for an additional 1d4 rounds taking direction from the team.


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PathMaker Security International

Advantage: Financing
Characters working for PathMaker Security begin play with an additional $500.

Once per mission the team can request additional funds for a specific purchase. This can be anything from a new jeep to a bribe for a local warlord. Roll for the team's Company Status Skill with modifiers for how much money they're asking for. If successful the money will be wired to their expense account immediately. With a raise on the roll, they get a little bit extra (10% or so).

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Solutions Militaire Groupe

Advantage: Neutrality/Ambiguous Presence

Having worked for just about every different faction in the war, SMG teams are able to diffuse situations by convincing others they are currently on their side. If at anytime the team is confronted, accosted, or otherwise hassled by another group the team can roll their Company Status Skill to end encounter without violence. If the team immediately attacks or otherwise works against the faction they just talked down this ability will not work again.

New Combat Rules

Shooting and Movement

If a character shoots during normal movement, the amount they can move after the shot is given by:

  1) Anything listed as a Heavy Weapon as Snapfire (i.e. RPG, M82, M249) ends movement once fired. 
2) Most other weapons halve a character's remaining movement once fired.
3) Anything listed as CQB (i.e. submachine guns, pistols) doesn't effect movement once fired.

Covering Movement

A character can move half their pace and still hold a "fire" action to cover a themselves or a teammate.


Equipment

All modern age equipment from the Explorer's Edition is available for purchase at character creation. Everything from computers to jeeps can be had if the price is right. If something appears both in the book and here, the stats listed in this wiki take precedence.

Medical Supplies

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Field Med-Kit - - - 50 5 - - Adequate supplies for Heal checks. Can stop an incapacitated character from bleeding out.

Optics

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Mk 4 Scope - - - 150 1.5 - - +2 to shooting rolls longer then short range as long as you don't move the same round as you fire it. (Used with: M4, SCAR-H, M82)
ACOG Sight - - - 100 1 - - +1 to shooting rolls longer then short range as long as you don't move the same round as you fire it. (Used with: M4, SCAR-H, MP5, UMP45, M82)
AN/PVS 28 NVG’s - - - 900 2 - - Passive mode eliminates penalties for dim or low light. Active negates penalties for no light.

Supressors

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Standard Supressor - - - 250 0.5 for pistols, 1 for others - - Allows weapon to be fired without a penalty to Stealth rolls. (Used with: P220, P226, M4, SCAR-H, MP5, UMP45)

Weapons

All modern age weapons from Explorer's Edition are available for purchase. If a weapon is listed both here and in the book, the stats on this wiki will be used.

Assault Rifles

Type Range Damage RoF Cost Weight Shots Min Str. Notes
AK47 24/48/96 2d8+1 3 200 8 30 d6 (Auto) AP 2, Auto, -1 Penalty to Soak Rolls, 0/-3/-5 Range Penalties (7.62)
AK47 Magazine - - - 30 2 30 - 30 rounds of 7.62 ammunition
M4 (SOPMOD Blk 2) 24/48/96 2d8 3 400 5 30 - AP 2, 3RB, Auto (5.56)
M4 Magazine - - - 30 1.5 30 - 30 rounds of 5.56 ammunition
SCAR-H 24/48/96 2d8+1 3 600 7 20 d6 (Auto) AP 2, Auto, -1 Penalty to Soak Rolls (7.62)
SCAR-H Magazine - - - 20 2 30 - 20 rounds of 7.62 ammunition

Sub-Machine Guns

Type Range Damage RoF Cost Weight Shots Min Str. Notes
MP5-N 12/24/48 2d6 3 300 4 30 - AP 1, Auto, CQB (9mm)
MP5 Magazine - - - 15 1 30 - 30 rounds of 9mm ammunition
UMP45 12/24/48 2d6+1 3 400 3 25 - AP 1, Auto, CQB (.45)
UMP45 Magazine - - - 15 1 25 - 25 rounds of .45 ammunition

Shotguns

Type Range Damage RoF Cost Weight Shots Min Str. Notes
Mossberg 590A1 12/24/48 1-3d6 1 150 6 8 - Shotgun (12 gauge)
AA-12 12/24/48 1-3d6 3 500 8 8 d8 (Auto) Shotgun, Slow-Auto (12 gauge)
12 Gauge Shells - - - 15 2 12 - 12, 12 gauge shotgun shells

Rifles

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M82A3 50/100/200 2d10 1 1000 30 10 d8 AP 4,Snapfire, Heavy Weapon, -1 Penalty to Soak Rolls (.50 BMG)
M82 Magazine - - - 75 2 10 - 10 rounds of .50 BMG

Machine Guns

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M249 Para 30/60/120 2d8 4 750 15 200 d8 AP 2, Auto, Snapfire (5.56)
M249 Box Magazine - - - 200 10 200 - 200 rounds of 5.56 ammunition

Pistols

Type Range Damage RoF Cost Weight Shots Min Str. Notes
P220 12/24/48 2d6+1 1 200 2 7 - AP 1, Semi-Auto, CQB (.45)
P220 Magazine - - - 12 0.5 7 - 7 rounds of .45 ammunition
P226 12/24/48 2d6 1 200 2 15 - AP 1, Semi-Auto, CQB (9mm)
P226 Magazine - - - 12 0.5 15 - 15 rounds of 9mm ammunition

Heavy Weapons

Type Range Damage RoF Cost Weight Shots Min Str. Notes
RPG-7 24/48/96 4d8 1 900 20 1 d6 AP 9, Medium Burst Template, Snapfire, Heavy Weapon (85 mm Warhead)
PG-7VL - - - 50 6 1 - Standard HE round, Max carry of 4
TBG-7V - - - 75 6 1 - AP 12 for personnel, AP 4 for craft and structures, 50% chance of lighting flamables on fire, Max carry of 4

Expendable Weapons

Type Range Damage RoF Cost Weight Shots Min Str. Notes
M67 Frag Grenade 5/10/15 3d6 - 75 1 - - Medium Burst Template
M8 Smoke Grenade 5/10/15 - - 50 1 - - Large Burst Template, Gives heavy cover until end of thrower’s next turn.
M84 Flashbang 5/10/15 - - 50 1 - - Medium Burst Template outdoors, whole room indoors. Targets must make a Vigor check or be shaken.

Melee Weapons

Type Range Damage RoF Cost Weight Shots Min Str. Notes
KABAR 5/10/15 Str+d4 - 10 1 - -
Collapsible Baton - Str+d6 - 25 2.5 - - +1 Parry